In this thread I will be making a character jump. Even if it kills me.
The story so far:After downloading a .glb file and loading it into Blender I met my first hurdle. My character is composed of multiple separate meshes. After combining the meshes into a single mesh I then parented it to the armature.This led to the second hurdle, the mesh and armature are no longer aligned in the view window.
>>1015712>After combining the meshes into a single meshthere's no need to do that, you can parent multiple meshes to the same armature
Pressing Ctrl+A > All transformations for the mesh and armature, then parenting the mesh and armature again fixed this.
>>1015713>there's no need to do that, you can parent multiple meshes to the same armatureOk, I don't understand why I would or would not want to combine/separate the meshes. My new hurdle is that when I use the move (G) command in pose mode, my arm falls off.
I deleted all existing vertex groups, applied transforms again (Ctrl + A > All Transforms) and re-parented. Now my armature moves but not my mesh.
>>1015716Well it makes weight painting easier and you can hide parts of the model seperately for one. Or say, if one of your arms wasnt correctly weighted, you wouldnt have to redo the entire mesh...
>>1015716>I don't understand why I would or would not want to combine/separate the meshesEvery distinct mesh calls the gpu to render it. More distinct meshes more draw calls. It's more optimal to combine meshes, but it's not relevant in pre rendered projects.
>>1015717I couldn't figure out how to fix this so I restarted with the original .glb file. Now the bones move the mesh again but for some reason the L_leg bone moves the right hair strand
>>1015719>>1015721Ok, I will stick with the separate meshes. I learned a bit more about the Blender GUI today and also weight painting. I'm taking a break now.
>>1015722Select the hair strand, find its data and delete the vertex group tied to the leg bone
>>1015725Thanks, that fixed it.
First keyframe. I decided on 5 keyframes (neutral, crouch, lift, land, neutral) and 2 seconds of 30 fps animation.
Keyframe 2/5
You're doing keyframes days apart?
based yattafucker
noticed now that the back is turning into spikes during the crouch animation
rendering…
aaaand doneI learned a lot and gained some confidence with this project. I think my next project would be to create my own mesh, rig it, and animate it.
>>1016107try to animate a ball arch bounce in blender, just. just a phere with a bone. you need to learn some fundamentals
seriously I dont fucking understand. have these nerds not experienced gravity in their entire fucking life?
>>1017013If it was realistic you wouldn't be able to enjoy the pantsu properly.
>>1016107Good effort dude, how well-versed are you with the animation tools in blender? If you're still learning, I recommend taking a look at how to use the Action Editor/NLA. it will allow you to not only organize, but also combine different animation information. I typically use it for movements like jumping and running, but it can be used for all sorts of applications.>Animation Editor is in a drop down in the Dope Sheet view if you are looking for it.Another fun tool is motion paths. It's a great way to spot how particular objects or bones are moving and I think it's super useful especially for timing.Keep up the good work, anibro.